The Summoning of Orcus

Total Page:16

File Type:pdf, Size:1020Kb

The Summoning of Orcus DM’s Background The Summoning of Orcus Kalarel, a powerful necromancer, has discovered an ancient fey ruin, and, by Can you stop an evil necromancer before he opens a path for Orcus to sacrificing enough victims, has subverted the magical power of the portal to invade the kingdom of Nerath? the Feywild, re-directing it to open into the Shadowfell. Kalarel’s actions have caught Orcus’ attention, but the power of the Raven Queen is stopping him from using Kalarel’s portal. Orcus believes that, through more blood and The presence of Orcus is growing in the Shadowfell, and sacrifice, he may be able to understand the secret’s of the Raven Queen’s throughout the Nerath empire, death priests are being uncovered, prison like hold on him. and luckily stopped before they can break the barrier sealing Orcus in his temple in the Shadowrift and release the demon lord Pervasive Dungeon Threat - Crimson Mold into the world. These fungi-like spores litter the floor of the dungeon. For the most part, just walking through them disturbs them and a small waft of crimson fog The adventurers have met again for the first time in months, the drifts upwards and gathers around knee height. However, running through reward for stopping such a cult greater than the personal quests them, or failing into them (including a dead body), release a thick cloud of they have been undertaking. The rumors, confirmed by Xalon, are fog that rises to head level and hangs in place, causing a block in vision that a nearby ruin used to contain a rift to the Feywild, and that (-1 [cumulative] to attacks if in line of sight), and doing d4 necrotic damage. the temple fell into the darkness when it was inhabited by a blood-thirsty ghoul. Map Despite heading to the ruins in daylight, and being able to find tracks of people coming and going from them, you are unable to find any openings into the dungeons below. However, as night falls, and the first rays of the moon cross the land, the scent of death rises from what must have been magically sealed stairwells. You have a choice of 2 entry points - A western and a southern stairwell. The musty smell of blood and decay is stronger from the southern stairs, whereas the ruins seems more robust nearer the western entrance, including 2 large statues with gems embedded in their surface, which seems to absorb the moonlight. 1 1. A Close Cut The coffin contains a vampire spawn. Unless the coffin is disturbed, or the light interfered with (moving a mirror, damaging the gem), then they will The stairs descend into a surprisingly lit corridor, while the alcoves ahead are not stir. If awakened, both awake, and will converge on the characters. dark, the junctions ahead of them are light brightly. Vampire Spawn - Level 5 Minion Trap: Buzzsaw Blades 2x - XP 60 each Stepping into any of the four squares between the alcoves, causes the trap Description: This human’s skin has a deathlike pallor, her eyes glow crimson, to activate, but not attack. An additional person stepping onto the squares and her face is feral. Her canines are long and sharp, and her fingernails are causes them to attack (i.e. if 2 people are on them). When it attacks, clawlike. spinning blades emerge from the alcove walls, and slide towards the centre Initiative +6 Claws (standard, at-will) • of the corridor. HP 1; a missed attack never damages a Necrotic Perception: Initiative: +9 minion. +11 vs. AC; 5 necrotic damage DC 23 - Character notices raised floor tiles Attack: +9 vs AC, two AC 20, Fortitude 17, Reflex 18, Will 17 (6 necrotic damage against a DC 25 - Character notices gaps in alcove walls attacks Immune disease, poison; Resist 5 necrotic bloodied target). DC 27 - Character finds control panel underneath Damage: 2d8+2 per blade Speed 7, climb 4 (spider climb) crimson mold Countermeasures: XP: -Athletics check, DC 11 can jump out of the way 100 survival, 200 disable -Disable control panel, DC 25 thievery, need 2 successes, failure activates the trap 2. Bright Crossroads The crossroads are lit by bright lights from the rooms of to the sides. Crimson mold is gathered against the walls, but doesn't seems to gather on the rune of fey origin. 3. & 4. Spawning Chambers This room is pentagonal, light from above by a large gem, that seems to emit moonlight into the room. The moonlight is reflected, time and again, by mirrors focused on a coffin in the centre of the room. 2 5. A Cults Victims... Arcanist’s Glasses - Level 3 These spectacles increase your sensitivity to the subtle patterns of magic This oddly walled room contains little more than a big pile of bones., To your Item Slot: Head - 680 gp left is a rotten door, leading into what appears to have been a supply room. Property: Gain a +3 item bonus to Arcana checks to detect magic. The bones are, quite obviously, skeletons. They activate if the characters Feyleaf Vambraces- Level 4 flee from the vampire spawn into this room, if the treasure is disturbed A bright blue glow erupts from these tough bark guards, and the world shifts (area 6) or if a character puts anything into the blood pool (area 9.) around you. Item Slot: arm - 840 gp Encounter Survival XP 50 Power (Daily • Teleportation): Free Action. Use this power when you attack an adjacent target, but before you roll. Teleport to the nearest square from Decrepit Skeletons - Level 1 Minion which you and an ally flank the target. 8x - XP 25 each Description: Magic links the bones of the dead together. Their forms rattle and creak, but they move with a deadly purpose. Initiative +3 Bone club (standard; at-will) • HP 1; a missed attack never damages a Weapon minion. +6 vs. AC; 4 damage. AC 16, Fortitude 13, Reflex 14, Will 13 Throwing bone (standard; at-will) • Immune disease, poison Weapon Speed 6 Ranged 15/30; +6 vs. AC; 4 damage. 6. Treasure Trove Piled high around the pillar in the centre of this room is a large amount of gold and silver, probably the wealth of an ancient elven family.. The piles contain close to 300 gold pieces and 500 silver pieces, along with some small gems, worth about 150 gold. If the characters look through the boxes, they find some artwork and sculptures, each worth around 100 gold. Finally, those searching the open cupboard in the supply room find: 3 7. A Game of Dice A set of human dice are sat upon the table top, along with the remains of a meal. It looks as if the people who were eating and playing rushed off somewhere. 8. Dark Stairwell To the south of this room is a narrow doorway, and beyond it, a dark stair well, that seems to descend quickly. 9. Large Blood Pool This raised pool take up the whole of the corner of the room, its contents a thick, almost congealed pool of blood. 10. Prison Offset from the main chamber is a slanted wall that opens into small prison like room. Chained to one wall is a pale skinned humanoid, while standing over him is a fat torturer, about to whip him to death . The prisoner is a shadar-kai avenger, who will join the party as an NPC. Torturer - Level 6 Brute XP 250, Killing Blow XP 50 Initiative +6 Punch (standard; at-will) ? Weapon HP 80; Bloodied 40 +8 vs. AC; 1d4 + 4 damage. AC 18, Fortitude 19, Whip (standard; at-will) ? Weapon Reflex 14, Will 18 Reach 2; +11 vs. AC; 2d4 + 3 dmg Speed 6 Sidestep Attack (recharge 5,6) The torturer shifts and mak es a melee basic attack Pleasure In His Work (immediate reaction) When the Torturer bloodies a character, he immediately regains 10 HP 4 11. Necromancers Study 12. Bloody Coffins The dark stairs descend and then, after a short corridor, rises just as quickly. Around the corner, what the corridor open into curdles your heart. Two An open doorway, guarded by a glowing red rune, opens into what appears coffins lie in this chamber, and from one, a steady stream of blood laps out to some form of study and sleeping chamber, with a raised dias. The corridor of the cracks around the lid, gathering on the floor and running quickly away turns a corner into darkness. along the cracks of the floor tiles. The portal in the corner of the room can be used to teleport to area 28. Encounter Survival XP 150 Necromancer - Level 7 Controller Trap: Pooling Blood XP 350, Killing Blow XP 50 Stepping into a square containing blood, or opening the bloody coffin causes Initiative +4 Necrotic Claws (standard; at-will) • the blood to start pooling around that characters feet. It immediately HP 80; Bloodied 40 Weapon, Reach 2 activates the second trap, and if the character cannot move away without AC 21, Fortitude 20, Reflex 19, Will 19 +8 vs. AC, 2d4+2 necrotic damage making a Will save. After 2 failed checks, the blood forms into a Blood Speed 5 Ray of Black Fire (standard; at-will) Elemental. • Fire, Ranged 10 Perception: Initiative: n/a +8 vs. Reflex, 2d4+2 fire damage DC 25 – The blood pulses unnaturally Attack: n/a and seems to flow towards warmth. Damage: n/a Treasure Countermeasures: XP: 10 avoidance There are 3 potions of healing, 1 potion of life and: n/a Deathstalker Shortsword +2 - Level 4 Trap: Ghostly Victim This weapon leaves a wound that is black and withered, which continues to If the pooling blood trap is activated, the characters hear a scratching sound plague an enemy long after the attack was made.
Recommended publications
  • H​Alls​ ​Of​ H​Eroes
    HALLS OF HEROES ​ ​ ​ ​ ​ AN ORGANIZED PLAY CAMPAIGN FOR D&D 5E ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ DUNGEON MASTER GUIDE v1.2 Effective Date: 2020-November-17 Website: hallsofheroes.com ​ Facebook: https://www.facebook.com/groups/HallsofHeroes/ ​ Twitter: @Halls_of_Heroes. ​ ​ Reddit at /r/HallsOfHeroes ​ Discord: https://discord.gg/Kf8sEen ​ 1 HE ASICS T ​ B PREPARING THE ADVENTURE ​ ​ Before you sit down at the table, you want to have Halls of Heroes is an organized play system for read through the adventure to get an idea of what’s th Dungeons & Dragons, 5 ​ Edition, continuing the going on behind the scenes. Not all adventures ​ spirit of the first seven seasons of Adventurers explain everything up front, and so it’s a good idea League. As with all organized play, the players and to have read the entire adventure to get the big DM follow a shared set of principles so that picture. You can also use this time to run what-if characters may move from adventure to adventure scenarios for how to make an adventure more or and from DM to DM freely. less challenging on the fly. Settings SITTING DOWN AT THE TABLE Halls of Heroes currently has two settings: Whether the tabletop is real or virtual, eventually Forgotten Realms (FR) and Eberron (EB). See the the players gather around. Halls of Heroes Players Guide for the relevant Ask players for relevant information about each of setting for character creation and advancement their characters that will help you balance and run rules for each setting. the adventure. What’s relevant may vary from Available Adventures adventure to adventure, but often includes things See Appendix C; Content Catalog for the full list of like character name, classes, levels, armor class, adventures for each setting.
    [Show full text]
  • Changes to D&D Adventurers League Rewards
    Changes to D&D Adventurers League Rewards Xanathar’s Guide to Everything (XGE) presents our campaign with a number of exciting possibilities, including the chance reconceptualize and simplify how we handle rewards. With the start of season 8, the D&D Adventurers League (DDAL) will be undergoing a sweeping overhaul of many of our rulesets and here we focus on how we can make our system of rewards fit more styles of play and give players more choices. Let’s take a look at the new changes regarding rewards. Advancement Checkpoints Starting with Season 8, the DDAL will be using the Advancement Checkpoint system described in XGE with some slight adjustments (see below). This system rewards every character (and player) for taking part in a play session. For published hardcover adventures, a character receives 1 advancement checkpoint for each hour played that DM deems the characters are making progress towards the adventure’s goals. For all other types of Adventurer’s League adventures, the adventure’s prescribed duration determines the number of advancement checkpoints that a character receives, with those checkpoints being awarded for achieving specific goals listed in the adventure. The Fruits of Success and Price of Failure Some adventures may award or subtract an advancement checkpoint based on the level of success. For example, your party might complete an epic quest and save all the land, receiving a bonus checkpoint, or they might choose to let all the innocents burn in favor of sleeping in, losing an advancement checkpoint from their total for playing that adventure. Playing Out of Tier References to rewards for playing above or below a character’s tier are ignored.
    [Show full text]
  • Fiendish Aspects Full
    INTRODUCTION Got demons? Well, you will if you pick up a copy of Fiendish Codex I: Hordes of the Abyss, which is packed full of information on demons and demon lords and how to use all this nastiness in your campaign. The chapter on demon lords mentions aspects of the demon lords as more common foes than the demon lords themselves, FIENDISH but few aspects are presented in the book since the ASPECTS designers put so many other useful things in that tome. Well, that is where this little guide comes in. In A Web Enhancement for Fiendish this combined edition of Fiendish Aspects, you’ll meet eleven aspects of demon lords, all suitable for mid- Codex I: Hordes of the Abyss level campaigns. Several of the demon lords could have aspects that are different than the ones you see here, because an aspect is one facet of a demon lord CREDITS rather than a lesser version of the whole package. If Design: Robert Wiese you don’t like the aspect presented here for your Editing: Miranda Horner demon lord of choice, choose a different “view” of the Typesetting: Nancy Walker demon lord and make your own. For example, Juiblex Web Production Bart Carroll has a few combat tricks, plus a few spell-like and ooze- Web Development: Mark A. Jindra related powers. If you want a more oozy aspect of Graphic Design: Sean Glenn, Cynthia Fliege Juiblex, take away the grappling and constriction & Jen Page powers and give it the create slime and summon ooze Special T h a n k s : Michael Donais, Skaff Elias, Rob abilities.
    [Show full text]
  • H-4 the Throne of Bloodstone
    H-4 The Throne of Bloodstone Conversion Guide Introduction: In 1988, TSR published the module named “The Throne of Bloodstone” with the code “H4”. It was written by Douglas Niles and Michael Dobson as the culmination to the H-series, which came to be known as a high- level adventure series of modules. The module is the longest in the H-series, and like H2, it offers opportunities to use Battlesystem rules for the large-scale battles. Nonetheless, H4 provides a sufficiently flexible story to allow DM's to either use or ignore the mass combat components of the adventure. H4 consists of a 96-page story, with several pages of maps for battle encounters and dungeon exploration. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. A 10+ hour adventure for 16th-20th+ level characters by STEVEN BRUSO DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All otherSample original material in this work is copyright 2017 by Steven Bruso and published under the Community Content Agreement for Dungeon Masters Guild. file Not for resale. Permission granted to print or photocopy this document for personal use only.
    [Show full text]
  • Dragon Magazine #153
    SPECIAL ATTRACTIONS Issue #153 In the Hands of the Gods: Vol. XIV, No. 8 11 Just hope that they dont drop you. January 1990 The Goals of the Gods Craig Barrett, Jr. Publisher 12Just what does a deity want out of life? For starters, everything. James M. Ward As Above, So Below Craig Barrett, Jr. Editor 22As men look up to gods, so do gods look to those powers above them. Roger E. Moore Following in Their Footsteps Fraser Sherman 26Why clerics of Poseidon had better not get seasick, and other priestly Fiction editor tidbits. Barbara G. Young Your Place in the Grand Scheme Tom Little Assistant editor 36Your cleric has a role in the Cosmic Plan if he can find it. Dale A. Donovan Art director O THER FEATURES Paul Hanchette Firebearer fiction by Lois Tilton Production staff 42To save a Titan, you must defy the god who punished him. Kathleen C. MacDonald The Game Wizards Jeff Grubb Gaye OKeefe Angelika Lokotz 48In which Jeff entertains a well-known visitor from the Forgotten Realms. Subscriptions The Role of Books John C. Bunnell Janet L. Winters 51 A look at how gods (and authors) handle their worlds. U.S. advertising The Ecology of the Manticore Spike Y. Jones Sheila Gailloreto Tammy Volp 56The best way to learn about this beast is probably also the worst. Through the Looking Glass Ed Dobrianski U.K. correspondent 60Want to make your very own army of dragons? Heres how! and U.K. advertising Sue Lilley The Voyage of the Princess Ark Bruce A. Heard 68A new article series explores the D&D® Known World from above.
    [Show full text]
  • Content Catalogue Icewind Dale
    CONTENT CATALOGUE VERSION 10.0 ICEWIND DALE RIME OF THE FROSTMAIDEN Wizards of the Coast D&D Staff: Brandy Camel, Chris Lindsay, Chris Tulach D&D Adventurers League Administrators: Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, LaTia Jacquise, Greg Marks, Alan Patrick, Travis Woodall Effective Date September 15, 2020 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. WHAT IS THE CONTENT CATALOG? WHAT DO I NEED? The D&D Adventurers League Content Catalog serves as a Welcome to the Adventurers League! You’ll need only a reference for players and dungeon masters alike who may few things to get started: have question about the adventures that are available to them in Season 10 DDAL play. To maintain fairness in a • A copy of the D&D Basic Rules, or a Player’s Handbook shared-world campaign, all DDAL participants will follow • The Season 10 AL Players Guide guidance provided in this catalog.
    [Show full text]
  • Dragon Magazine #197
    Issue #197 Vol. XVIII, No. 4 FEATURES September 1993 10 The Ecology of the Giant Scorpion Ruth Cooke Publisher Think invisibility will save you? Think again. James M. Ward 15 Think Bigin Miniature! James M. Ward Editor If a miniature could come to life, Ral Partha would be Roger E. Moore the company to make it. Associate editor Two Years of ORIGINS Awards The editors Dale A. Donovan 18 Is your game one of the best? Two years worth of awards will let you know. Fiction editor Barbara G. Young Perils & Postage Mark R. Kehl 24How to play an AD&D® campaign when each player Editorial assistant Wolfgang H. Baur lives in a different city. Art director By Mail or by Modem? Craig Schaefer Larry W. Smith 30 An AD&D game works just as well by BBS as by USPS (and maybe better). Production staff Tracey Zamagne The Dragons Bestiary Ed Greenwood 34 Its not a petting zoo: four new monsters from the Subscriptions Janet L. Winters FORGOTTEN REALMS® setting. The Known World Grimoire Bruce A. Heard U.S. advertising Cindy Rick 41 The world of Mystara is changing, but how? Turn to page 41 to find out. U.K. correspondent and U.K. advertising Join the Electronic Warriors! James M. Ward Wendy Mottaz 67Whats in the works for computer gamers from the team of SSI and TSR. The MARVEL®-Phile Steven E. Schend 80 Its a dirty world in the streetsbut your heros there to clean it up. DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR, Inc., P.O.
    [Show full text]
  • A Guide to out of the Abyss
    A@EUHI®E@@ @@Tf’J}HE Bw§fim POWER SCORE RPG gr‘ .\| ";;f’V:\". DUNGEONS & DRAGONSa D&D1 WIZARDS or it" 1’ _- ~_ 5*.‘~\ ~ S‘ ‘_ _ “Ni‘_ ‘\REALMS,Tl-IE_\v _ __. DRAGON AMPERSAND, AND ALL OTHER WIZARDS OF THE COAST PRODUC W! \l§E$l!l!CTiVE LOGOQ ARE TRADEMARKS - ‘ ._ .\\ _ _-1-\ ;~_ \\ _.- _ or WIZARDS or "rm: COAST IN THE USA AND 01‘ » M _~ ~ ‘-1§{s;_iyq1\_1e\>cofinms' ~ MATERIAL THAT I8 COPYRIGHT WIZARDS OF THE OAST AND OR OT _-1 '_ _ ;.1*;‘; , C / ‘\ k‘" ‘-' ‘ “ \¢\'' ‘\\**t,‘?'rN ,~ j __'?p|_m|A1._1siJsrsnw1Tx-I PERMISSION UNDER THE COMMUNITY CONTENT AGREEMENTQ »_ ‘ i J $3; =1?‘ .3,:5 _.GiJn,n.Au. omnn ORIGINAL MATERIAL IN THIS womc IS COPYRIGHT 2016 BY _"‘;_(_I_{ 512$ 5;‘-‘~.£;, " '§ii)j§iJ1II,,SlSl-II-ID UNDER TI-IE COMMUNITY CONTENTAGREEMENT FOR DUNGEON MASTERS "N".;4.A;_:.“\n\ Q5,“ 1 3~\*Y:<'_ _\-.$4"-_ ~ S .._\\\ .____;W\ ~ \ '*-?\7~t1~,“ ._ S ‘:1.-~\ Short Adventure Summary……………………………1 This document grew out of my blog: Detailed Adventure Summary………………………..2 Modifying Backgrounds………………………………...3 Chapter 1: Prisoners of the Drow…….…………4 NPC Prisoner Stat Sheet………………………………...5 Slave Duties………………………………………………….6 thecampaign20xx.blogspot.com The Drow……………………………………………………..7 powerscorerpg.blogspot.com Chapter 2: Into Darkness……………………………8 ITwitter: write about @powerscorerpg role-playing games and Dungeons How to Plan the Journey………………………………..9 & Dragons. The most popular things I write are The Mini-Dungeons…………………………………….11 the “guides” like this one where I try to help Chapter 3: The Darklake…………………………..12 DMs prepare to run an official adventure.
    [Show full text]
  • The Throne of Bloodstone by Douglas Niles and Michael Dobson
    Official Game Adventure The Throne of Bloodstone by Douglas Niles and Michael Dobson Table of Contents Introduction ..................................... ...2 Pregenerated 100th-Level Characters . .91 Running 100th-Level Characters ....................... .6 Mazes.......................................65,67-69 Cover Maps for the Palace of Orcus ................ .93, 95 Prologue ........................................ ...9 City Maze of Orcusgate ............................. .94 Battle Arena.......................................96 Chapter 1: Citadel of the Witch-King ................. .12 Chapter 2: Into the Abyss ........................... .30 NPC Capsules Chapter 3: Realm of the Undead ..................... .46 Arctigis ........................................ .15 Chapter 4: The Abyssian Fortress ..................... .57 Zhengyi.........................................19 Chapter 5: Into the Seven Heavens. ................... .78 Klavikus ...................................... ..23 Dimwold........................................50 Epilogue: Return to Bloodstone Pass .................. .82 The Dire Whiner ................................ .55 Fyrillicus........................................58 People of Bloodstone Pass ..................... 85 Baphomet.......................................64 Glyphimhor .....................................72 Pregenerated Player Characters .................. 86 Orcus...........................................76 CREDITS Distributed to the book trade in the United States by Random House, Inc., and in
    [Show full text]
  • Orcus Page 1
    Orcus D.Garry Stupack The party paused outside the age-cracked doors. Huge doors that would belabor a giant. Doors that had, invitingly, been left wide open. The Prince of Undeath knew they were coming. He awaited his guests within. His final approach to godhood had been well planned, and this ‘expected’ final rally of champion mages, priests and weaponmasters at his threshold would be only a brief distraction. The Heroes exchanged a last look, hesitating, seeking reassurance. Reconsidering, perhaps? From within, a deep rumble of stone on stone mingled with primeval chanting. It urged them on, urged them forward. The time for choosing had passed. It was finally time to meet Orcus... The Orcus scenario is for use with the Gargantuan Orcus collectable figure. In this scenario, a warband of up to 8 brave creatures tries to defeat Orcus while he is empowered within one of his lairs. One player assumes the role of Orcus and his minions, while the other controls the intrepid Heroes. Warband Construction & Map Map: The map is chosen by the player controlling Orcus. He may choose from the following list of maps: Dungeon of Blood, Temple of the Unseeing, Hailstorm Tower, Magma Keep. Warbands: The creature controlling the warband challenging Orcus must construct a legal 765 point warband, containing up to 8 creatures (the Heroes). Faction and alignment rules apply. The player controlling Orcus sets up first, placing in any victory area on the map. The player controlling the Heroes may then set up in either of the start areas. During play, Orcus is not required to summon creatures from within his faction, but may not summon good creatures.
    [Show full text]
  • Dragon Magazine #111
    D RAGON 1 SPECIAL ATTRACTION 41 Death of an Arch-Mage Michael D. Selinker A murder-mystery module for the AD&D® game Publisher OTHER FEATURES Mike Cook 8 Good stuff, for a spell John M. Maxstadt Editor-in-Chief Magic-focusing items: a new concept in treasure Kim Mohan 14 Welcome to Malachi Becky Helfenstein Editorial staff A game city designed with magic in mind Patrick Lucien Price Roger Moore 1 8 DUNGEON Adventures Roger E. Moore Robin Jenkins Everything there is to say about our new publication Editorial assistance 22 No campaign ever fails Joel E. Roosa Eileen Lucas How to recognize and correct an uncontrolled campaign Art, graphics, production 27 Microscopic monsters Kent Colbath Roger Raupp Single-celled organisms take on monstrous proportions Kim Lindau Gloria Szopinski 35 The role of books Reviews by John C. Bunnell Advertising 66 Pull the pin and throw Kevin Marzahl Mary Parkinson Grenades explode onto the TOP SECRET® game scene Subscriptions 7 2 File Under B Esther M. Friesner Pat Schulz Love, magic and a barbarian by the card catalog! This issues contributing artists Denis Beauvais THE ARES SECTION Dennis Kauth Ted Goff Valerie Valusek 78 Phoenix Roger E. Moore Richard Tomasic Marvel Bullpen Bright and dark in the Marvel Universe Denton Elliott Jeff Butler Joseph Pillsbury DC Comics staff 82 Maxima Jack Herman Dave Trampier Larry Elmore Back from the future in the V&V game 84 Supergirl Greg Gorden The Maid of Steel in the DC HEROES game 8 8 The Marvel®-Phile Jeff Grubb An advanced look at a long shot 90 Quantum George MacDonald A quantum leap in CHAMPIONS gaming DEPARTMENTS 3 Letters 64 TSR Profiles 97 Snarfquest 4 World Gamers Guide 94 Gamers Guide 100 Dragonmirth 6 The forum 96 Convention calendar 102 Wormy 62 TSR Previews COVER High above the clouds, away from the interference of men and other landlubbers, The Conflict rages.
    [Show full text]
  • H-2 the Mines of Bloodstone
    H-2 The Mines of Bloodstone Conversion Guide Introduction: In 1986, TSR published the module named “The Mines of Bloodstone” with the code “H2”. It was written by Douglas Niles and Michael Dobson as a sequel to H1, which was originally conceived of as a stand-alone adventure. Unlike H1, “The Mines of Bloodstone” was not primarily designed to highlight Battlesystem, which provided rules for mass combat in the form of miniature wargaming, and instead gave DM's the option to use Battlesystem for the large-scale battles, or to have them take place off stage. H2 thus consisted of a 48-page story, with several pages of maps for battle encounters and dungeon th exploration. This conversion guide allows DMs to run the original module with 5 Edition rules and provides a reference sheet for encounters. A 10+ hour adventure for 12th-15th level characters by STEVEN BRUSO DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This workSample contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreementfile for Dungeon Masters Guild. All other original material in this work is copyright 2017 by Steven Bruso and published under the Community Content Agreement for Dungeon Masters Guild. Not for resale. Permission granted to print or photocopy this document for personal use only. H2 BLOODSTONE MINES CONVERSION GUIDE 1 Sample file Not for resale.
    [Show full text]